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ABOUT FRAMES
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You next define where your text label is placed. You start that process by using CGRectMake to define a rectangle. Much as with Canvas, the SDK uses a grid with the origin (0,0) set at the upper left. Your rectangle s starting point is thus 50 to the right and 50 down (50,50) from the origin. The rest of this line of code sets the rectangle to be 150 pixels wide and 40 pixels tall, which is enough room for your text. You ll use this rectangle as a frame, which is one of the methods you can use to define a view s location.
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Where your view goes is one of the most important parts of your view s definition. Many classes use an initWithFrame: init method, inherited from UIView, which defines location as part of the object s setup. The frame is a rectangle that you ve defined with a method like CGRectMake. Another common way to create a rectangular frame is to set it to take up your full screen:
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[[UIScreen mainScreen] bounds];
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Sometimes you ll opt not to use the initWithFrame: method to create an object. UIButton is an example of a UIKit class that instead suggests you use a class factory method that lets you define a button shape. In a situation like that, you must set your view s location by hand. Fortunately, this is easy to do, because UIView also offers a number of properties that you can set to determine where your view goes, even after it s been initialized. UIView s frame property can be passed a rectangle, just like the initWithFrame: method. Alternatively, you can use its center property to designate where the middle of the object goes and the bounds property to designate its size internal to its own coordinate system. All three of these properties are further explained in the UIView class reference. Note that CGRectMake is a function, not a method. It takes arguments using the old, unlabeled style of C, rather than Objective-C s more intuitive manner of using labeled arguments. When you get outside of Cocoa Touch, you ll find that many frameworks use this older paradigm. For now, all you need to know is what it does and that you needn t worry about releasing its memory. If you require more information, read the section Using Core Foundation in chapter 9.
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The label is a simple class that allows you to print text on the screen. Figure 3.2 shows what the label (and the rest of the program) looks like. As you d expect, your label work begins with the creation of a label object. Note that you follow the standard methodology of nested object creation that we introduced in the previous chapter. First you use a class method to allocate the object, and then you use an instance method to initialize it.
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Using Xcode
Afterward, you send a number of messages to your object, this time using the dot shorthand. We offer this as a variation from the way you set the window s background color. If you prefer, you can use the dot shorthand of window.backgroundColor there, too. The two ways to access properties are equivalent. The most important of your messages sets the label s text. You also set a font size and some colors. You can even give the text an attractive black shadow, to demonstrate how easy it is to do cool stuff using the iPhone OS s objects. Every object that you use from a framework is full of properties, methods, and notifications that you can take advantage of. The best place to look up all these is the class references.
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